New 0.9 bugs, fresh!~

1. Marth's d-air takes far too long and his animation sticks in mid air for a while...not sure if this is purposeful or not. It seems to be fixed in 'turbo' mode so no harm done I suppose.

2. Xpadder support is 100% broken in the latest patch; only working when the actual Xpadder window is active. When I minimize Xpadder, all activity in the Crusade window ceases when I shift the analog stick which is mapped to the arrow keys (Crusade is also mapped to the arrow keys as usual for movement.) I confirmed that it is ONLY IN THE LATEST PATCH that this happens, I tried the un-patched version of demo 0.9 and Xpadder works perfectly fine. It is in this patch only.

3. I'm not sure if this is on purpose but chracters seem to turnaround slower when compared to the test-demo version of 0.9. I'll just put it here just in case.It's not a major complaint, it just seems to slow the game down a good bit.

Out of all these, Xpadder is the most urgent as the C-Stick button on Joy2Key is haywire and only works correctly in Xpadder. Please investigate. Thank you.

1. Marth's d-air takes far too long and his animation sticks in mid air for a while...not sure if this is purposeful or not. It seems to be fixed in 'turbo' mode so no harm done I suppose.

2. Xpadder support is 100% broken in the latest patch; only working when the actual Xpadder window is active. When I minimize Xpadder, all activity in the Crusade window ceases when I shift the analog stick which is mapped to the arrow keys (Crusade is also mapped to the arrow keys as usual for movement.) I confirmed that it is ONLY IN THE LATEST PATCH that this happens, I tried the un-patched version of demo 0.9 and Xpadder works perfectly fine. It is in this patch only.

3. I'm not sure if this is on purpose but chracters seem to turnaround slower when compared to the test-demo version of 0.9. I'll just put it here just in case.It's not a major complaint, it just seems to slow the game down a good bit.

Out of all these, Xpadder is the most urgent as the C-Stick button on Joy2Key is haywire and only works correctly in Xpadder. Please investigate. Thank you.

Samus's Charge Shot remains visible for about a half second even if canceled with Shield.It's pretty easy to escape from Up Smash, making it very punishable.Fox, Krystal, Falco, and Saki drop out of Samus's Up B before it finishes unless she hits them from below while airborne. Kirby also only gets hit by about half of the hits but doesn't drop out.Samus's grab catches opponents who are behind her (maybe intentional?).Not a bug as much as a balance/visual issue: Samus's grab has a huge number of active frames and can catch opponents even after she's mostly retracted the grapple. It looks really weird and seems pretty powerful to have a grab that stays out for so long.Not a bug as much as a visual flaw - her Forward Aerial has effects on both the sprite itself and actual explosion effects, which clash pretty badly if using an alternate pallete. We probably want to remove the sprite's effects.

Goku's Kamehameha Wave (Neutral B) hits at maximum range before the beam has animated out that far. (Does that make sense?)

Sometimes Fox's Up B causes him to fall to the ground during its startup, and when this happens the animation gets stuck during the charging part. I haven't been able to do this - seems only CPUs do it, but I have seen it happen 3 times in a single match.

PS - Samus seems really good.

PPS - Snake hits himself with his own grenades when he throws them (using B, not shield-dropping)... sometimes. Also, fully charging Snake's Down Smash results in Snake himself getting hit by it.

EDIT: Got some more.

Mega Man's Final Smash can be shielded on the first hit.Mega Man's Neutral Aerial has no hit sound effects (IIRC for every hit).

Lucas's Up Smash has no hit sound effect for the second hit.Sometimes Lucas's Back Air hits twice (may be intentional).

Last edited by Falcon8r on Thu Oct 02, 2014 6:07 pm; edited 1 time in total (Reason for editing : More bugs!)

Lucas' Bair wasn't intended to hit twice, but when i noticed it i figured it was the good kind of accidental. It's supposed to be a really powerful aerial anyway. Might nerf damage per hit a little but other than that im good with it.

_________________Perfect HellSSBC Head Character BalancerSSBC ProgrammerSSBC Back Room Founder

Thanks for the quick patches Perfect Hell! I know I'm throwing a lot of stuff at you guys but I've been playing a lot lately.

I agree about Lucas's Bair. It was always pretty hard to get the spike hitbox reliably, so now it's almost a guarantee at the right percent. If I remember correctly, it was one of the strongest spikes in the game in 0.8, just really difficult to pull off in a real match.

By the way, Bowser's grounded Up B is seriously overpowered. Only reason I bring it up here is because it seems unintentional. I'll talk about it more in the Bowser thread.

It's not unintentional, if nerfed it wont be by a whole lot. Killing with Bowser is a little difficult normally because of how slow his attacks can be coupled with bad mobility, it's so easy to just dash dance around his stuff and punish 0-death. He needs high kill power though, so having one reliable strong killer is a thing he badly needs. I might reduce it's kill percent by maybe 10 at most but that's all. Also the way it's coded, i dont want to make it slower or the air version also gets dragged down and it's already slow enough. Maybe the actual falling speed could be reduced or something. I'll look at it, but the move really is intended to be a very good kill move.

_________________Perfect HellSSBC Head Character BalancerSSBC ProgrammerSSBC Back Room Founder

Chun-Li's back throw, which has two hits, doesn't land as a combo. I was fighting Ganondorf, and he Up B'd me between the hits. I tried it again, and it looked like the first hit did no hitstun whatsoever.

Her forward throw is fun though.

Edit: A caveat to the above issue with back throw - if you do it in training with the CPU set to "Idle", you can still get a combo. For example, Nair, Grab - Back Throw is a 3-hit combo. However, set the CPU to evade, and sometimes they can shield the second hit of Back Throw.

Not sure if this is a bug or not. But, I reported it on the facebook page got no reply so I'll post it here.

"I noticed 0.84 has a settings.ini which saves various settings but 0.9 doesn't nor does it save settings I apply to the game? I manually have to reapply the settings I want for the game each time, which is very annoying. Why is that?"

I also noticed upon generating a blank.ini file some settings saved but this was all that saved.

Not sure if this is a bug or not. But, I reported it on the facebook page got no reply so I'll post it here.

"I noticed 0.84 has a settings.ini which saves various settings but 0.9 doesn't nor does it save settings I apply to the game? I manually have to reapply the settings I want for the game each time, which is very annoying. Why is that?"

I also noticed upon generating a blank.ini file some settings saved but this was all that saved.

[GENERAL]bgmvolume=1sfxvolume=0.70[LOCAL]airdodge=1

Not sure whether that's a bug or just removal of a feature entirely, but I agree it was nice to have the settings saved in 0.8 and miss it now.

gonicaGuest

Subject: Controller Tue Oct 07, 2014 8:06 pm

Xpadder and JoyToKey do not work in .9 as of the current patch on gamejolt. I've also tried running both as administrator.I am running on Windows 7 ultimate 64 bit.

I got a controller working, sadly it's not mine xbox360 with xpadder. At first it didn't work, that is until my buddy clicked on the browser to google some info on the second screen, meaning crusade window wasn't selected, and that's when the controller was working. You have to click away from the window so it works. I don't know how else to explain it. Just do this. when you run the game at fullscreen covering your desktop. Grab your mouse and click on your windows bar at the bottom, then your controller should work. Keep trying, because the first time it may not work, but after the second to third try, I was able to play with my buddy. He played on the controller, so he kept beating me. It was fun finally playing with someone 100% lag-free.

Pichu's Side B doesn't seem to do anything. Pichu goes through the animation and says, "Chuuu!", but it doesn't leave the ground.

Did Pikachu's Forward Throw get changed to just one hit? Seems to be that way now.

Toad's Down Throw induces a crazy amount of sliding across the ground.

Weegee's opponents, when hit by his neutral special, seem to fall through the ground if hit while airborne. However, it's just the sprite of Weegee that gets drawn over them, as they momentarily re-appear back on stage.

Goku's Jab un-combos into the rapid kicks part, making it pretty punishable even when it hits. Due to this, Goku's spacing options on the ground are pretty restricted.Goku's Down Tilt animation sees Goku moving backwards during startup.Goku's Side and Down Smashes seem to be missing a sound effect or playing the wrong ones. They feel empty at the moment (may be intentional).Goku's Forward Throw seems to be missing some hit sound effects.Goku's Up Throw leaves Goku at a slight disadvantage on hit (may be intentional).Not a bug in the literal sense, but Goku's Kaioken Down B launches foes so high in the air that they don't even need to meteor cancel to recover from it, even at 100%+. Therefore, it's only useful for damage. (may be intentional)

Falcon8r, you're really good at this! I try to analyze characters, but I'm not a good tester, so I can safely leave most of that to you guys

I have a question about Capt. Falcon and Pichu. When I use both of these character's up special recoveries, they're no longer able to dodge at all. Is this intentional?

Update to the controller bug, my pal said he had to press the keyboard key for start (which is Enter), to get the game to the start screen, then you have to click away from the game to let the controller work. At the start screen, the controller works, but after you click away.

Falcon8r, you're really good at this! I try to analyze characters, but I'm not a good tester, so I can safely leave most of that to you guys

I have a question about Capt. Falcon and Pichu. When I use both of these character's up special recoveries, they're no longer able to dodge at all. Is this intentional?

Yes, that's intentional. A lot of characters go into a "helpless" state once they have performed their Up B or other recovery move, and this is by design so that their recoveries are more limited. Some characters, like Petey Piranha, don't go into helpless when using Up B.